Fiddlesticks Rework Concept
is in dire need of a rework, with abilities that are strong, but outdated, lackluster and doesn't really fit
.
So in my rework concept, I aim to make this scarecrow much more of a fear-monger and to make opponents fear brushes and crows. Please feel free to comment and criticize on my rework. Lets begin.
Abilities:
Passive: Fear-Monger
Every one of
's basic attacks and spells that hits an enemy strikes fear into their puny weak hearts, stacking up to 6 times. At 6 stacks, the enemy champion is feared for 2 seconds. Fear stacks are represented by black crows encircling the enemy, with all 5 crows converting into a large crow at 6 stacks, fearing the enemy. Fear stacks dissipate one by one over time. Enemies cannot be feared for more than once every 10 seconds.
Q: Scarecrow's Might
Passive:
stores a scarecrow decoy every 10 seconds, up to a total of 3 decoys at any given time.
Active:
places a scarecrow decoy on the ground. The decoy occupies the space like a
's barrel, with crows encircling the decoy and damaging any enemy units standing in its range (range should be similar to barrel range). Enemies gain 1 stack of fear for every 1 second getting damaged by crows around the decoy. Decoy can tank up to 3 auto-attacks (like barrels) but their health does not diminish and instead heals over time. Decoy disappears from Summoner's Rift after 10 minutes and there can only be 10 decoys at one point, inserting the 11th decoy will cause the longest decoy to disappear. Decoys cannot be stacked atop one another but they can be inserted within each other's range, meaning enemies can potentially take up to 2x - 3x damage and fear stacks! Allies can teleport to it. Decoys still damage enemies even with
dead.
Cooldown: 2 second cooldown before being able to put another decoy. 10 second cooldown if decoy runs out.
Mana Cost: 30 mana per decoy
W: Drain
Passive: Loving the Fear
drains more health and deals more damage when draining from a feared enemy.
Active: Similar to current drain. Drains for 5 seconds. Applies 1 fear stack every 2.5 seconds; totaling up to 2 fear stacks for this ability.
E: Dark Wind
Active:
sends a crow out in a straight line damaging and applying a fear stack to all enemies hit in the line (passes through enemies, dealing less damage to enemies behind the first). Range should be a little shorter than
's cleaver. Dark Wind can be cast even when Fiddlesticks is draining.
Cooldown: 3 seconds
Mana Cost: 40 mana per cast
R: Crowstorm
Passive:Ambush Ready
freezes up (becomes a scarecrow) when entering a warded brush, telling the player that the enemy knows a crowstorm is coming. But the player cannot see the ward or destroy it.
Active: Similar to current crowstorm, but with less damage and a shorter overall range; applies fear stacks every 1.5 second enemies are in ult. However,
can now cast his ult on one of his decoys and take over the decoy's place, while doing this
gains enhanced range (think
's ult).
Cooldown and Mana Cost: Similar to original.
In conclusion, the new
would require much more planning on the player's part in order for ganks to work as intended. But this pays off as ganks and ambushes will be much more deadly and devastating. Just imagine a random
popping out of the top side brush when the scarecrow was just seen ganking mid.
also has much more pushing power now and middlesticks can be seen as less of a troll pick now. These changes also make
into a more zoning and control mage, with certain areas being extremely risky for enemies to enter with clever placements of decoys; enemies can also be zoned out of teamfights if the fiddle player manages to anticipate a flank thus placing decoys accordingly. Furthermore,
players can feel more like a demonic nightmare rather than just a lame old scarecrow as
can potentially fear all enemy champions at once---and even the enemy players as well. Beware the ganks boys, beware the ganks......